Merge branch 'damage-handling'

This commit is contained in:
go38coz
2026-06-06 15:31:32 +02:00
2 changed files with 38 additions and 6 deletions
+6 -4
View File
@@ -488,9 +488,11 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2b3b9fc97a2d39d2d84c4be43a79247a, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::DamageHandler
threshold: 0
multiplier: 5
health: 1
threshold: 2.5
multiplier: 0.5
maxHealth: 1
health: 0
minSize: 0.4
--- !u!1001 &1445156949
PrefabInstance:
m_ObjectHideFlags: 0
@@ -773,7 +775,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 2163867978973577705, guid: 2f44dc6d6adb9ae7f9b4f644da0e3485, type: 3}
propertyPath: m_LocalPosition.y
value: -4.84
value: -20.5
objectReference: {fileID: 0}
- target: {fileID: 2163867978973577705, guid: 2f44dc6d6adb9ae7f9b4f644da0e3485, type: 3}
propertyPath: m_LocalPosition.z
+32 -2
View File
@@ -1,12 +1,21 @@
using System;
using UnityEngine;
using Object = System.Object;
public class DamageHandler : MonoBehaviour
{
public float threshold = 0.05f;
public float multiplier = 5f;
public float health = 1;
public float maxHealth = 1f;
public float health;
public float minSize = 0.4f;
private void Start()
{
health = maxHealth;
}
private void OnCollisionEnter2D(Collision2D other)
{
@@ -15,11 +24,32 @@ public class DamageHandler : MonoBehaviour
{
float fallDamage = (fallSpeed - threshold) * multiplier;
Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
health -= fallDamage;
UpdateHealth(health - fallDamage);
// Debug.Log($"New health:{health - fallDamage}");
}
else
{
Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage");
}
}
public void UpdateHealth(float health)
{
this.health = health;
Transform transform = GetComponent<Transform>();
float healthScaling = minSize + (1 - minSize) * (this.health / maxHealth);
transform.localScale = new Vector3(healthScaling,healthScaling,healthScaling);
Debug.Log("UpdatedScale and health");
if(this.health <= 0f)
{
Debug.Log("Die");
Die();
}
}
public void Die()
{
Destroy(gameObject);
}
}